Search found 200 matches

Friday, 1st May 2020, 09:43

Forum: Game Design Discussion

Topic: Proposal: Change Deck of Escape to Deck of Hex

Replies: 2

Views: 205

Proposal: Change Deck of Escape to Deck of Hex

Currently, Deck of Escape exists in an ambiguous position. The force that makes you avoid risk is always clearly overwhelmingly good. Therefore, the means of escape must be restricted from being abused, and most of them have been successfully controlled. However, since Deck of Escape can be used so ...

Saturday, 11th April 2020, 08:37

Forum: Game Design Discussion

Topic: Remove/Rework ring of flight, scarf of cloud immunity

Replies: 2

Views: 358

Remove/Rework ring of flight, scarf of cloud immunity

These two items are useful only in very limited moments. And, our dev team removed many items for the same reason. Let's get rid of these items, too. Or change it. Idea for scarf of cloud immunity. Change to scarf of cloud. Scarf of cloud: This item create smoke cloud under the feet of the wearer. T...

Wednesday, 26th February 2020, 17:40

Forum: Game Design Discussion

Topic: New Troves: Item sacrifice trove.

Replies: 0

Views: 299

New Troves: Item sacrifice trove.

Not so long ago, I wrote that the number of evo items is so large that they need to be reduced. And I've recently seen developers change the effects of potions because of 'bored'. Suppose I have reduced enough the number of items(evo, and Including the potions and scrolls) as I claim. If we make a b...

Wednesday, 19th February 2020, 16:39

Forum: Game Design Discussion

Topic: How can we simplify the summoning school?

Replies: 11

Views: 803

How can we simplify the summoning school?

Summoning school is a very unique and incredibly powerful school. So are the gods who give allies at player. However, the strength of the ally play does not guarantee enjoy. Unlike warriors or destruction wizards, ally play is difficult to advance quickly by tapping or using macros. Therefore, the m...

Monday, 17th February 2020, 14:43

Forum: Game Design Discussion

Topic: Elyvilon rework

Replies: 8

Views: 842

Re: Elyvilon rework

[Changes]
* Fixed an issue where Disarm passives would work even when not serving Elyvilon.
* Nerfed heal in the holy cloud - (before)2+0~2 heal. (now)2+0~1 heal.
* Removed GDR bonus from Metamorphosis.

I updated the executable file.

Monday, 17th February 2020, 13:25

Forum: Crazy Yiuf's Corner

Topic: [proclick] bcrawl fork

Replies: 31

Views: 5984

Re: [proclick] bcrawl fork

[Bug report]
bcrawl-1.19.2-6-g6a88ae0
https://webzook.net/soup/morgue/b_1.13. ... sdynet.txt

The altar of Jiyva did not appear.

Wednesday, 12th February 2020, 14:25

Forum: Game Design Discussion

Topic: Too many Evo items.

Replies: 22

Views: 1488

Re: Too many Evo items.

Shtopit wrote:Mixing up acid and digging was an old idea that I like.

Well, this sounds good.

Wednesday, 12th February 2020, 13:20

Forum: Game Design Discussion

Topic: Too many Evo items.

Replies: 22

Views: 1488

Too many Evo items.

The game has 11 wands and 11 miscellaneous(Include the tremorstone), a total of 22. There are too many. I think we should reduce the number of items as much as possible. Here are some ideas I think. Example) Remove Wand of Digging/Enslavement/Flame/Paralysis/Polymorph Include digging in Disintegrati...

Monday, 10th February 2020, 17:23

Forum: Game Design Discussion

Topic: Elyvilon rework

Replies: 8

Views: 842

Re: Elyvilon rework

Protection from harm: There are two kinds of this.
Passive effect proportional to piety, as with other good gods. Another is the power that is activated in a state of transform, you are clearly protected from fatal injury but at a cost.

All other description has been corrected.

Monday, 10th February 2020, 15:36

Forum: Game Design Discussion

Topic: Elyvilon rework

Replies: 8

Views: 842

Re: Elyvilon rework

Thank you! I read your suggest and revised all of those parts. :D
https://github.com/crawl/crawl/pull/1279/commits/e3a5ef6cc53acd91ff083a6172bbb75ab9211f2a

I'll also update the executable file.

Monday, 10th February 2020, 03:24

Forum: Game Design Discussion

Topic: Elyvilon rework

Replies: 8

Views: 842

Elyvilon rework

I added a pull request this: https://github.com/crawl/crawl/pull/1279 This is the executable file: https://drive.google.com/open?id=1jBIr3rd_3h4o6o9qFYPPID12uxx9fwJc (The base version is 0.25 and is patched up to Feb. 9) Overview Elyvilon is a god with a theme of healing and protection. This theme i...

Friday, 7th February 2020, 09:30

Forum: Crazy Yiuf's Corner

Topic: This is the DCSS wiki that CWZ uses.

Replies: 0

Views: 497

This is the DCSS wiki that CWZ uses.

Link: https://namu.wiki/w/%EB%8D%98%EC%A0%84% ... C%EB%A1%A4

If the performance of the translator isn't good enough, it won't be very helpful to get information from it, but it'll be quite fun just to look around the format here.

Wednesday, 5th February 2020, 12:48

Forum: Crazy Yiuf's Corner

Topic: How to learn from other persons game

Replies: 6

Views: 873

Re: How to learn from other persons game

Since he couldn't join here, I tell you his message instead of him. Engine: "Thank you for your favorable evaluation of my game play. I'm feeling good. If you are interested in the way I play, please refer to my sub-ID, stealthengine." http://crawl.akrasiac.org/scoring/players/stealthengin...

Thursday, 30th January 2020, 22:10

Forum: Game Design Discussion

Topic: Simple solution to inventory problem with throwables

Replies: 21

Views: 2257

Re: Simple solution to inventory problem with throwables

[Changed Point] All ammo is checked for the chance of being destroyed when fired, and will not be consumed in inventory unless destroyed. The ammo change their names to all "ammo" packs, and the probability of destruction is adjusted to match the packs. For example, a rock pack has a 10% c...

Tuesday, 21st January 2020, 10:15

Forum: Game Design Discussion

Topic: Change the way riposte works

Replies: 9

Views: 2000

Re: Change the way riposte works

This would make tabbing much more complicated/inconvenient. It would also reduce the overlap in function between reposte and cleave, which I would find sad. (Pseudo-)cleaving is nice. Returning to the OP, it would appear sufficient to make the reposte chance scale with longblade skill. I see. The p...

Sunday, 19th January 2020, 15:19

Forum: Game Design Discussion

Topic: Change the way riposte works

Replies: 9

Views: 2000

Re: Change the way riposte works

A simple but a bit boring implementation: instead of automatic counterattack, Riposte applies a status effect to monster(s) attacking you, making them vulnerable to "stabbing". It would generate "stabbing" opportunities, but to actually use it you'd have to attack one of the hig...

Monday, 30th December 2019, 17:29

Forum: Game Design Discussion

Topic: New charm magic system

Replies: 6

Views: 1206

New charm magic system

I saw a 0.25 development plan of charm. Charms Deflect Missiles was left as is after the removal of RMsl with the hopes of a coming charms revision. That was a while ago, in the interleaving time several forks have experimented with a variety of "permabuff" systems. These reduce MaxMP to h...

Thursday, 26th December 2019, 16:00

Forum: Game Design Discussion

Topic: Fedhas rework

Replies: 32

Views: 3964

Re: Fedhas rework

I tried playing Fedhas DrCj.
https://webzook.net/soup/morgue/trunk/sdynet/morgue-sdynet-20191226-152828.txt
The new Fedhas MP was too expensive to use with magic. For the Fedhas wizard combination to be realistic, it is necessary to lower the MP cost of power.

Wednesday, 25th December 2019, 10:33

Forum: Game Design Discussion

Topic: Positional Attack Magic Implementation [Now Playable]

Replies: 117

Views: 10604

Re: Positional Attack Magic Implementation [Now Playable]

[Bug report]
IMB: IMB does not harm plants when belief Fedhas, but a warning window appears. For your information, this window also appears in Cloud wand, Scattershot wand, Freezing Cloud, Shatter.
bug1.png
bug1.png (51.09 KiB) Viewed 2598 times

bug2.png
bug2.png (4.91 KiB) Viewed 2598 times

Sunday, 22nd December 2019, 08:24

Forum: Coding

Topic: How can I use only the Torment?

Replies: 1

Views: 1575

How can I use only the Torment?

I'm reworking the Pain card. I removed the summon effect and added the torment effect. I would like to have only the use of the torment as a level 2 effect, but it uses both the torment and the bolt of draining. https://github.com/crawl/crawl/pull/1232 case CARD_PAIN: if (power_level == 2) { torment...

Monday, 16th December 2019, 15:50

Forum: Crazy Yiuf's Corner

Topic: 'Agony' and 'dispel undead' range 1 in trunk

Replies: 16

Views: 1166

Re: 'Agony' and 'dispel undead' range 1 - bug or feature?

I see what you're saying, kind of. It's true that if you have iron shot, agony is less useful. I'm judging based off the melee case because that's what the devs said these changes were doing; moving necro more towards being a melee support school. Hmm? Really? Then I understand the intention of cha...

Sunday, 15th December 2019, 12:19

Forum: Game Design Discussion

Topic: Positional Attack Magic Implementation [Now Playable]

Replies: 117

Views: 10604

Re: Positional Attack Magic Implementation [Now Playable]

Agony, Dispel Undead: It was a bizarre experience for me to use this. This required me, the wizard, to act like a warrior. Is it worth me? No. It's too dangerous for the effects. And, I'm in favor of the idea of Positional Attack Magic, but... I don't think that means the wizard acts like a warrior ...

Monday, 9th December 2019, 20:03

Forum: Game Design Discussion

Topic: Positional Attack Magic Implementation [Now Playable]

Replies: 117

Views: 10604

Re: Positional Attack Magic Implementation [Now Playable]

It is a valid opinion, but it is not. I set all skill levels at 27. Therefore, Spellpower of Dazzling Flash is the full.

Monday, 9th December 2019, 17:16

Forum: Game Design Discussion

Topic: Positional Attack Magic Implementation [Now Playable]

Replies: 117

Views: 10604

Re: Positional Attack Magic Implementation [Now Playable]

[Bug report] dazzling.png Dazzling Flash is a bug that cannot be aimed at the far enemy. [CWZ's Feedback] Dazzling Flash: Dazzling spray could have tried up to six times to make the target blind before the enemy came. However, new spells can have up to 3 chances, and the farther you are from the ene...

Friday, 6th December 2019, 11:09

Forum: Game Design Discussion

Topic: Positional Attack Magic Implementation [Now Playable]

Replies: 117

Views: 10604

Re: Positional Attack Magic Implementation [Now Playable]

Feedback of CWZ community [Fire] Fox Fire: This is a good spell, but not being able to use it in the aisles makes us hard. We need another low-level fire spell. Conjure Flame 1. If I get slow, I can't use it. 2. If I faith the Cheibriados, it is difficult to use it because it slows down. [Ice] Frees...

Tuesday, 3rd December 2019, 09:50

Forum: Crazy Yiuf's Corner

Topic: offline ghost names

Replies: 7

Views: 758

Re: offline ghost names

VeryAngryFelid wrote:Wait, does crawl gather and send some data from my computer right now?


I should say not. Maybe, the information on the web version goes into the download version.

Monday, 2nd December 2019, 19:01

Forum: Game Design Discussion

Topic: Positional Attack Magic Implementation [Now Playable]

Replies: 117

Views: 10604

Re: Positional Attack Magic Implementation [Now Playable]

I tried playing mages with the trunk version. Overall, it was satisfactory. The starting magic book has an intuitive theme. Except for Ice magic school. Here's the feeling I got from the starting book. Fire: Explosives that should be handled with care. Ice: No theme. Or odds and ends? Air: Bouncing....

Monday, 2nd December 2019, 08:40

Forum: Game Design Discussion

Topic: Positional Attack Magic Implementation [Now Playable]

Replies: 117

Views: 10604

Re: Positional Attack Magic Implementation [Now Playable]

The fox fire is marked with a question mark.

Tuesday, 19th November 2019, 07:30

Forum: Game Design Discussion

Topic: Positional Attack Magic Implementation [Now Playable]

Replies: 117

Views: 10604

Re: Positional Attack Magic Implementation [Now Playable]

I'll explain it so that there's no room for misunderstanding. The 'decrease in convenience' I mean a lot of keystrokes in one use, and a lot of environmental factors to consider. In other words, it is meant to cause a lot of fatigue. I'll give you an example. Flame tongue(good convenience) 1. Move t...

Monday, 18th November 2019, 10:59

Forum: Crazy Yiuf's Corner

Topic: A slight improvement in Qazlal's Disaster Area

Replies: 0

Views: 443

A slight improvement in Qazlal's Disaster Area

The higher the Invocation level, the more exponentially powerful this power becomes. However, when the skill level is low(not more than 10), it is less powerful than the cost(7 MP, 10-15 Piety) consumed. It is difficult to hit the enemy because the strike points are random and the number of strikes ...

Sunday, 17th November 2019, 20:12

Forum: Game Design Discussion

Topic: Positional Attack Magic Implementation [Now Playable]

Replies: 117

Views: 10604

Re: Positional Attack Magic Implementation

This is additional feedback from the DCSS community in Korea. [Fire] Foxfire 1. This was not produced when I was surrounded by enemies, so I couldn't do anything. 2. It is understandable that players were not allowed to be replaced for fear of Kiting, but it seems harsh for players to suffer damage ...

Sunday, 17th November 2019, 13:58

Forum: Game Design Discussion

Topic: Positional Attack Magic Implementation [Now Playable]

Replies: 117

Views: 10604

Re: Positional Attack Magic Implementation

Hailstorm The problem of this spell: 1. It is very difficult to use. In order to use it, it must be possible to block enemy access or allow users to move the distance. And in fact, if the user is not Sp or Ce, the only way to stop it is to stop it with Ice Beast. This spell forces us to use differen...

Thursday, 14th November 2019, 11:31

Forum: Game Design Discussion

Topic: Positional Attack Magic Implementation [Now Playable]

Replies: 117

Views: 10604

Re: Positional Attack Magic Implementation

I'll withhold judgment on the other new spell. I think I'll have to do this a bit more time to make an accurate decision. But let me tell you about Starburst right now. I used this spell a bit, but found it to be a serious flaw. The problem of this spell: 1. In order for the player to aim the enemy,...

Thursday, 7th November 2019, 07:08

Forum: Game Design Discussion

Topic: Divine Exegesis piety cost should not be static

Replies: 9

Views: 1410

Re: Divine Exegesis piety cost should not be static

The problem with this power is that the higher the level of school, the less need for use. Spellpower bonuses aren't enough and they're cost is expensive, so they're hard to use aggressively. So in the end, this power is only used for the limited number of spells. Powerful spells at low spell power,...

Wednesday, 6th November 2019, 11:08

Forum: Game Design Discussion

Topic: Crocodile skin boots!

Replies: 3

Views: 604

Re: Crocodile skin boots!

It's not a bad suggestion, but in this case I think it's too easy to find boots. And it doesn't even have to be a normal boots. To give you an example of improvisation, what about the feather boots of the Caustic shrike? It may have a resistance to corrosion, or it may have a higher defense than nor...

Wednesday, 6th November 2019, 10:59

Forum: Game Design Discussion

Topic: shops -> machines

Replies: 5

Views: 661

Re: shops -> machines

I described in an earlier thread (can't be bothered finding and linking, sorry) an idea of replacing scrolls of enchant/brand weapon with "magical anvils", which are like timed portals that randomly upgrade an item placed on them. It sounds related to this. Shops, scrolls of acquirement/e...

Wednesday, 6th November 2019, 10:53

Forum: Game Design Discussion

Topic: Divine Exegesis piety cost should not be static

Replies: 9

Views: 1410

Re: Divine Exegesis piety cost should not be static

I agree. I have used this several times. This is not bad for early games with a high probability of magic failure. However, when the magic failure rate is lowered in later games, its usefulness is extremely low. Most of the reasons for using this in later games are to use Controlled Blink or Dragon'...

Thursday, 24th October 2019, 08:38

Forum: Crazy Yiuf's Corner

Topic: What if the Trog was a newly created god?

Replies: 0

Views: 503

What if the Trog was a newly created god?

It is a pure assumption for fun. Trogs are very old, and because of them, the mechanism is close to the old one. What if there was no Trog so far and there was only an item called Wrath of Trog? What would he be like if you took an idea from that weapon and made him a new god? I guess it will look d...

Monday, 21st October 2019, 08:28

Forum: Game Design Discussion

Topic: Items's Integration and remove

Replies: 3

Views: 469

Items's Integration and remove

Instead, if you want to retain DCSS's item system at all, you should look at how to reduce the number of items so that players don't reach the 52-item cap. Here are some possible starting points: - Currently there are six direct damage wands, plus random effects, lightning rod, and lamp of fire. It...

Tuesday, 15th October 2019, 14:55

Forum: Game Design Discussion

Topic: Collapse stones and bullets

Replies: 5

Views: 598

Re: Collapse stones and bullets

I've already pull requested it in May.
https://github.com/crawl/crawl/pull/1066

Saturday, 12th October 2019, 16:05

Forum: Game Design Discussion

Topic: Change the Staff of Energy/Crystal ball of energy

Replies: 0

Views: 328

Change the Staff of Energy/Crystal ball of energy

Staff of Energy: This causes the tedious task to be repeated. The player just presses V. continuously. I just want to change this for a little more convenience. New function: (Add) If the monster is not in sight, the magic regeneration speed increases by 2. Don't hit v in a row anymore, just press 5...

Monday, 7th October 2019, 10:44

Forum: Game Design Discussion

Topic: Fedhas rework

Replies: 32

Views: 3964

Re: Fedhas rework

The nice patch made Fedhas very interesting. I'm having a good time with it. Some questions came to mind while playing. * Enemy projectiles can pass through the Wall of Briars. * Player's projectile cannot pass through Ballistomycete spore. * Player's spore cannot pass through allied plant. <- T...

Saturday, 5th October 2019, 14:50

Forum: Crazy Yiuf's Corner

Topic: Unrandart proposals

Replies: 29

Views: 3261

Re: Unrandart proposals

+5 Boots "Fireball" {+Fire step, rF+} Blink to space within adjacent to a target creature and creates a damaging 3x3 fire explosion(Accompanied by Sticky Fame) wherever you land. Cost: 5 MP, exhaustion. +9 Triple sword "Space cuter" {Singularity, Shroud of Golubria} This weapon ...

Saturday, 21st September 2019, 08:51

Forum: Game Design Discussion

Topic: Fedhas rework

Replies: 32

Views: 3964

Re: Fedhas rework

I played this myself through compiles. Below is my opinion. ①Slow movement passive: When a player or allied plant attacks an enemy, it becomes active to the maximum range. It is deactivated after three turns, and the duration may be renewed by an attack. - Still powerful, but more tactical. (As you ...

Sunday, 15th September 2019, 16:24

Forum: Crazy Yiuf's Corner

Topic: Usk's new power idea

Replies: 0

Views: 394

Usk's new power idea

Fever Time(passive) Use Stomp or Line Pass, this power activates with a (Piety/2)% probability. The player gets a buff called fever time for three turns(Cooldown is 0 to 20 turn the same as other passive powers). While this buff is maintained, the cost of Stomp and Line Pass will be free. It's not a...

Wednesday, 28th August 2019, 10:16

Forum: Crazy Yiuf's Corner

Topic: Revamp Scarves

Replies: 18

Views: 1366

Re: Revamp Scarves

duvessa wrote:One old ego that I think you could recycle for scarves, though, is wizardry. Robes of wizardry were removed while rings/staves of wizardry were kept, even though wizardry works much better on an unswappable item.

I like it.

Sunday, 11th August 2019, 08:11

Forum: Game Design Discussion

Topic: Change the way riposte works

Replies: 9

Views: 2000

Change the way riposte works

Long Blade's ability riposte is very unique and fun, but it's difficult to use and constrained. Let me compare it with Minotaur's headbutt, a similar ability. Both have a secondary structure that calculates probabilities after the trigger is triggered. Riposte's trigger: evasion success Riposte's se...

Tuesday, 23rd July 2019, 12:55

Forum: Game Design Discussion

Topic: Giving Stories to Uniques through Multiple Encounters

Replies: 11

Views: 1739

Re: Giving Stories to Uniques through Multiple Encounters

I like option 2. But... option 1 will be more effective. If this actually applies, I'll try to translate quickly.

Friday, 19th July 2019, 08:54

Forum: Coding

Topic: The solo time/pain bond timer of Uskayaw seems not to work.

Replies: 5

Views: 1513

Re: The solo time/pain bond timer of Uskayaw seems not to wo

I conducted the experiment in wizard mode. So I can not be sure, but I think their timer is 1d201 auts(not 299+1d201 auts) and no timer clear. The following is one of the "power-invoke intervals" that I investigation. (tuns) - (power-invoke) 269.3 - solo time 270.7 - pain bond 272.1 - solo...

Thursday, 18th July 2019, 09:40

Forum: Coding

Topic: The solo time/pain bond timer of Uskayaw seems not to work.

Replies: 5

Views: 1513

Re: The solo time/pain bond timer of Uskayaw seems not to wo

byrel wrote:else, clear USKAYAW_AUDIENCE_TIMER.

else, clear USKAYAW_BOND_TIMER.


This part. Even if the monster is not visible, it seems that the timer is not cleared.
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